This makes things miserable for the player to your left, as they're not allowed to buy a good card. No amount of Coffers is going to take this bitterness away, and no amount of debt to you is going to soften the intent of stealing their card. And if everyone goes for these... it's a very degenerate game. Reserve Smugglers maybe, but not this imo. Still, you probably realise all of this and it wasn't the main issue I had.I looked at the Adventures rulebook thinking about how calling this on the player to your left's turn would work. It says called cards are 'normally' discarded at your Clean-up, so I suppose this could sit in play until your next turn's Clean-up? Would that be generally self-intuitive? Of course discarding from the Tavern mat to trigger isn't calling it so doesn't meet the contest brief.

I don't think that sitting in front of you until the next Clean-up is an issue at all.

The card stealing is supposed to be nasty (and the card might be totally bonkers) but I don't think that this is necessarily game breaking, it is something like two Rogue attacks in a row and the gaining player has control over what he gains. If the presence of the card makes the game degenerate into Silver buying this looks boring at first sight but if this is the best stratey the player with Barmaid might lose. With +2 Coffers a money strategy looks like an even better counter. So technically speaking the question is which equilibria might arise due to Barmaid: no Barmaid at all, just Silver gaining without Barmaid calling or ordinary play with everybody going for some Barmaids?

Should I just make Wine a token or something and say, "If you don't have the Wine token, take it and put this on your Tavern mat. Otherwise +3 Coffers and +3 Villagers." They mean the same thing, I think.

A wording hint: "you may call this [from your Tavernt mat] for" suffices, you don't need the stuff in the []. I also wouldn't implement this via a token, it is smaller than a card and the Artifact wandering around the table is much clearer to notice during the game.

I think this is the most creative idea so far among the Reserve cards and it shows what great things you can do with Artifacts beyond the hypersimple Renaissance stuff.

Is there anyway to make Moat etc. work against Barmaid? That would go a long way in my opinion.

Barmaid cannot have an Attack type as the actual attack can happen anytime, it doesn't happen right now or next turn like with Duration-Attacks so Moat being played would be impossible to track. Also, flavour-wise the idea is that the opponent gets softly lured into your Tavern and not bluntly crushed by a Knight or whatever.

Native Guide - $4+1 Card+1 ActionPut this on your Tavern Mat.When you would draw a card, you may first call this, to look at the top 3 cards of your deck, discard 1 and put the others back in any order.

Native Guide - $4+1 Card+1 ActionPut this on your Tavern Mat.When you would draw a card, you may first call this, to look at the top 3 cards of your deck, discard 1 and put the others back in any order.

Neat card. You might want to word it like this: When you would draw a card, you may instead call this, to look at the top 3 cards of your deck, discard 1 and put 1 in your hand.

Just wanted you to know if there's supposed to be a card image or something here, there isn't anything (at least nothing shows up for me).

Is it showing up for other people?

Here's the card text

Quote

Coffee Shop$4 Action-ReservePut this on your tavern mat.-When you gain an action or treasure card, you may call this to set aside the gained card and play it at the start of your next turn.

(It'd probably be okay at $3 cost.)

Yeah, I'd try it at $2 or $3. When you play it, the net effects are -1 Card and -1 Action and when you call it the net effects are +1 Card (and +1 Action if the target is an Action) so they cancel each other out. It is basically a cantrip that provides the advantage that you quicker play the new card. So it does a similar job as sifters.

Some clarifications on how this plays:-This cares about draw instructions as a whole and not individually drawn cards. So you could turn +2 Cards into +$3 Coin, but you could not choose to turn +2 Cards into +1 Card and +$3 Coin.-Cards that have multiple draw instructions can have multiple Revolutionist called for it. So if a Peddler has a +1 Card token on it, it technically reads as +1 Card, +1 Card, +1 Action. +$1 Coin and thus can be turned into +$3 Coin, +$3 Coin, +1 Action, +$1 Coin (+$7 Coin, +1 Action).

ImprovementsType: Action - ReserveCost: $4Put this on your Tavern mat-When you would gain a card, you may call this to instead gain a card costing up to $2 more than it. You may put it on top of your deck.-When you gain this, gain a cheaper card.

ImprovementsType: Action - ReserveCost: $4Put this on your Tavern mat-When you would gain a card, you may call this to instead gain a card costing up to $2 more than it. You may put it on top of your deck.-When you gain this, gain a cheaper card.

This seems too strong. Maybe make it cost 5? or have it only gain a card costing up to $1 more than it?

Trash a card from your hand.Put this on your Tavern mat.----When you trash a card, you may call this, for +1 Coffers per $1 it costs.

This Salvager variant is fine but looks like a very artificial Reserve. I cannot imagine many situations in which you'd let this sit on your Tavern mat and not immediately call it.

Anytime you trash something costing 0?

This is only a thing if you have 2 copies of Smokehouse in your deck which is likely only a thing if you use Smokehouse to trash Coppers. So you wanna get that Smokehouse of the mat before you shuffle and leaving it on will likely (Fortress is the obvious exception plus gainers to constantly feed Smokehouse) only be a thing if you played the first Smokehouse to trash Copper and the shuffle is still long enough away and chances are that you can use the second Smokehouse to trash an Estate.Definitely artificial.

Wine CriticCost: $4Types: Action, Reserve+1 Buy----After you buy a card, you may call this, for $3

This looks worse than Bridge. If you use the two Buys Bridge is +1 Buy +$3 but Bridge provides a Coin token in advance.Despite the ability to save this for later the megaturn potential is actually lower as you need the extra Buys from another card. This is why I'd put the extra Buy on the calling part.